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Messages - Zombie

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271
I know. It's odd. I looked on the bugs list and in the forum too, and it was nowhere. Just wanted to make sure people knew about it. :x

272
DF Bug Reports / Removal of constructed floor tiles results in falling dw
« on: November 22, 2007, 07:56:00 pm »
I had a setup where I was building a floor over the magma vent so I might be able to seal off the magma creatures in there. Still no idea how to keep the magma baddies out, so I went to wall up the ledge leading out, but apparently you can't build a wall on a floor you've built, so I queued up a section of floor for removal and a dwarf got to work.

First I noticed the dwarf working ON TOP of the floor tile. I figured it was just an oddity... But then the tile was gone. And so was the dwarf. He fell into the magma and died because he was standing on the floor tile he just removed.

Funny, huh? I figure removing floor tiles shouldn't work like that. :P


273
DF Bug Reports / Re: Migrants stuck on edge of map
« on: November 20, 2007, 04:05:00 pm »
Okay... That kind of makes sense. My fortress and wagon location were really far apart.

If I build a road to an edge of a map, will they spawn there instead?


274
DF Bug Reports / Re: Migrants stuck on edge of map
« on: November 20, 2007, 02:32:00 am »
So, I somehow fixed it... I updated to 33b, first off...

Then I had meeting zones set, but the dwarf that was stuck in the migrant spawn just kinda... Stayed there... So I turned on stone gathering, hoping he'd budge to help cart stone around... And he did!

Oddly enough, after that all the dwarves filed out. I checked their jobs and each one that came out had that greyish X on them and "No Job" in the Gen menu. So I don't know what to think.


275
DF Bug Reports / Re: Migrants stuck on edge of map
« on: November 19, 2007, 11:47:00 pm »
Okay... I tried designating a meeting area. Right outside. Next to the entrance of my fort. :| They still seem to not want to come. It's starting to get kind of annoying. :P

Only so much this girl can take before she starts beating her dwarves... I'll make them forge the weapons I use to slaughter themselves... GET INTO THE FORT! >.<

[EDIT]
Oh, and I'm using version 0.27.169.33a
[/EDIT]

[EDIT2]
I just tried using my current saves on 0.27.169.33b and, even with the meeting area set and a meeting hall set, the migrants just don't want to move.
[/EDIT2]

[ November 20, 2007: Message edited by: Zombie ]


276
DF Bug Reports / Migrants stuck on edge of map
« on: November 19, 2007, 11:35:00 pm »
Kay, so I get a message that I have migrants incoming, right? I get all happy and yay, but boo because I soon figure out that... They... aren't moving... They are stuck at the edge of the screen, waiting for who knows what with their "no job" tags. Slackers.

I managed to get ONE to move, but just because he was a craftsdwarf and my craftsdwarf workshop was empty. Now a NEW one is stuck at the edge and I have no clue how to get them to move.


277
DF Suggestions / Re: Yet another version of steam.
« on: November 27, 2007, 09:33:00 pm »
I think ruling out "complicated machinery" is a bad move as... well... Dwarves are mechanics. They use steam power. I've never heard of gnomes being technologically inclined, but even so... The only technology I would expect dwarves to use would be steam-powered. What I think WOULD be excessive is, like, a steam power plant (electricity, basically) or something and "mining lights" and whatever. That's just silly.

But steam powered machinery is well within the confines of dwarven engineering, as far as I know. A lot of lore, games, and books connect dwarven engineering with complex steam-based machinery. Sort of like how you say. Steam-powered trollies might be a bit... Overtechnological... As, well... You'd need large amounts of fuel and such.

I really like this idea, though. It would open up a lot of new avenues to explore.


278
DF Suggestions / Digging implements and steam
« on: November 26, 2007, 08:44:00 pm »
So right now we only have one digging tool. A pick. Any thought about shovels? Steampicks for experienced miners? Dwarves are usually portrayed as machine masters in games and such, so I was thinking that maybe branching out more would be nice. We have steam when water comes in contact with magma, but what if it comes in contact with hot water? Perhaps we can have wood boilers or magma boilers that use either coal/wood fires or the heat of magma to produce steam from an inlet of water. Combined with a brook, this can be a viable way to produce steam without the loss of magma for, say, traps (Hot steam hurts. Seriously. :x )or workshops.

I realize this raises the question of how it would be powered by steam, but honestly as this is a fantasy game... I don't really see how it could be explained in real physics.

Of course, boilers could open up a whole new avenue of innovation. What about dwarven showers? Nobles might want to get clean every once in a while, as dust and grime offends their noble sensibilities or something like that. Steam power could turn turbines and power any number of things. From pumps to automated drills to magma taps... It would open up a previously closed area for us to explore and experiment with.

I'm sure you guys can come up with a bajillion other uses for steam or new digging impements and whatnot.

[EDIT]
Of course, I realize that automation is not necessarily a good thing, and my intent was not to promote the whole "it does it for you" as steam would be, presumably, dangerous and a bit complicated to set up. It's just an idea that I think may have some merit.
[/EDIT]

[ November 26, 2007: Message edited by: Zombie ]


279
DF Suggestions / Re: Mine carts
« on: November 26, 2007, 08:52:00 pm »
I like this idea a bunch. It would expedite things in larger fortresses and be a believable step up from the regular paths. Maybe dwarves could even hitch a ride in a cart to get where they're going from time to time?

Also, for the notion of dwarf-powered carts... I do remember a rail cart that had a see-saw-like lever on it and pumping it up and down made it go. Things like that might be feasible for, say, a dwarf to cart himself (no pun intended) across a large fortress to get to his forge or his workshop.


280
DF Suggestions / Re: Follow that vein!
« on: November 26, 2007, 12:12:00 am »
I like this idea. That would really help in my mining areas a lot.

281
DF Suggestions / Re: Mattresses
« on: November 26, 2007, 07:46:00 pm »
Hammocks are nice ideas too. Better yet, they should be allowable for military dwarves, so they can get bed-like sleep when away from the barracks. Or maybe just temporary bedding for dwarves, like when you first arrive.

Cots made out of fabric and metal/stone could be a nice addition too. In an area where you might not have any trees, they could be a viable alternative to a bed in lieu of requesting wood from a caravan and hoping they bring a sizeable amount. Goodness knows, sometimes setting logs to high priority only gets me one (Yes, ONE!) log on the next dwarven caravan.

Late (meaning later than "just arrived") game, you could get dwarves requesting mattresses and bedspreads, maybe pillows too, for their rooms. It would be nice to see dwarf needs and demands change depending on what resources you have available or what workshops you have. If dwarves know you have cloth and know you have stuffing material, they should start requesting mattresses and bedspreads for their presumably hard and bare wooden beds. Especially those dwarves that like to sleep in what they were born, if you know what I mean... That can lead to pretty nasty splinters on an undressed wooden bed.


282
DF Suggestions / Re: Mattresses
« on: November 26, 2007, 12:19:00 am »
I don't think the idea should be to force players to set up clothiers early on just to produce beds. The idea is to allow for more expansion of beds and such later, not to make players HAVE to build a clothier and loom when they first arrive just to make mattresses so their dwarves get good sleep. What if people don't bring pig tail seeds with? Don't dwarves also hate sleeping on the ground?

And why should regular old dwarves want mattresses, pillows, and bedspreads? That's something you'd expect nobles to want. That is a luxury, not a requirement. Especially if you require a material to stuff the bed with.

Like I said, it's intended to be like encrusting something with gems. Making things more comfortable should be another aspect of item improvement. It shouldn't be a requirement.

[ November 26, 2007: Message edited by: Zombie ]


283
DF Suggestions / Re: Mattresses
« on: November 25, 2007, 08:57:00 pm »
But early game that would require players to set up a clothier. Especially for newer players or for locations where that would be difficult (not enough resources or just lacking dwarfpower) that wouldn't be a good idea. Dwarves already sleep on plain wood beds. Why not make mattresses, pillows, and bedspreads an additional thing? Kind of like encrusting things with gems.

284
DF Suggestions / Mattresses
« on: November 25, 2007, 08:48:00 pm »
So, we can only make beds of wood. Presumably because dwarves sleep right on them, with no mattresses or sheets. What I suggest is to allow all kinds of beds, stone, metal... What have you. Just make them less comfortable (unhappy thoughts? Or less than happy thoughts?) than wood beds.

Also, allow clothier shops to make mattresses, bedspreads, and pillows (three separate objects) out of plant fibers or silks, maybe even out of leather? Perhaps add a new plant like cotton or another plant that can be used to make stuffing for mattresses and pillows... Maybe make mattresses and pillows a two-step creation where you have to make it, then stuff it?

After that, maybe q-select a bed (kind of like a lever) and select "add mattress/pillow/bedspread" or something like that?

It could be a requirement for nobles or just a source of happiness? Perhaps it could let dwarves sleep less?


285
That's exactly what happens in Sim City 4. :3 Population stasis.

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